Hi All!
So we've all used a voronoi fracture, and seen it used. That's the problem!
Is anyone able to suggest methods to stop the voronoi fracture fracturing with the classic voronoi look with more ‘randomness’?
Obviously it depends on the material we’re fracturing but just in general
Thanks all.

Hey Everyone,
Can anyone give me information about baking a texture onto an object?
So I projected camera footage onto an object however I'm making the object disintegrate like paper and need the projected texture to remain on the object after it has disintegrated.
I can't seem to find any resources about this?
Many thanks in advance

Hi Everyone!
I have an issue with a flip fluid sim not colliding with any objects. I have made the objects static objects, and the settings I have on this collision object are working perfectly fine in another scene with a different fluid sim - which might indicate in may be to do with the fluid?
Are there any settings in the fluid that could prevent it from colliding?
Let me know if you need more info.
Thanks!

Hey All!
So i'm scattering points on a geometry to Voronoi fracture to break into multiple chunks. There is a portion of the geometry I want to break of in just one chunk
Is there a way to tell Houdini not scatter points in that particular area of geometry?
Thanks everyone!

Hi everyone!
Just a quick question out of interest.
Speaking very generally, fluids usually take longer to compute/sim/render than other types of sim(e.g. rdb). Just wondering why from a technical point of view?
Is it anything to do with equations used to compute it? or i guess more particles stuff in the scene?
I've just seen how vague and ridiculous this question might sound but any info on this would be really interesting!
Thanks in advance!

Hi All!
Are there any ways to optimise/reduce the file size of Houdini caches.
I'm caching a (very small) FLIP fluid sim with a 'File Cache' Node at the moment and each frame is about 100MB. Multiply by 500 frames and that's a BIG cache! - not to mention the time its taking!
I am sure it shouldn't be this large considering this is only a very small fluid sim so any tips would be great!
I know a lot of people have this issue with sims so hopefully kind people can help us out!
Thanks in advance!

Hey John,
Thanks of replying. I am placing the 'inside' & 'outside' groups in the 'Transfer Groups' field in the assemble sop. It transfers the 'inside' and 'outside' groups but testing with the delete node, the groups transfer over but the geometry within each group changes?
Basically the geometry in the 'inside' group is different once it has been through the assemble node. (Same applies for the 'outside' group)
Is it something I'm doing wrong in the assemble node?
Thanks again for replying!